Applying the Physique Modifier
Adjusting the Biped to the Model
Character Animation without Biped
Adjusting Envelopes
The
bulk of the work in Physique consists of adjusting the size and
overlap of envelopes to fine-tune mesh behavior as the character
moves.
For the best results, each area of the mesh
requires some attention.
- Each
envelope should encompass its surrounding vertices
- Hip
and shoulder areas must be adjusted for smooth deformation when
the biped walks or stretches
- The
head requires a rigid envelope for minimal deformation
As you adjust the envelopes, inspect the mesh
from various angles. A test animation will also reveal different
flaws in the mesh as the biped posture changes.
Set
up for this lesson:
- Load
the file my_wilson_physique.max that you
created in the lesson
Applying the Physique Modifier
.
Alternately, you can load the file envelopes_wilson_start.max from
the program disc.
This scene
contains the character Wilson and a posed biped. MeshSmooth has
been removed from the character for the time being. Physique has
been applied to the model, but the envelopes haven't been adjusted.
The biped
isn't needed for envelope adjustment, so you can hide it for now.
- Select
the Wilson Mesh Body object.
- Open
the Modify panel.
- In
the Physique Level Of Detail rollout, turn on Hide Attached Nodes.
The biped
is hidden, and you have a better view of the mesh.
TipTurning on Hide Attached Nodes has the same
effect as hiding the biped with the controls on the Display panel.
- Scrub
the time slider to frame 10.
The biped
is animated very simply, just enough to show you the main problem
areas. The problems with the mesh are:
- The
sleeves don't go with the upper arm
- The
pant legs don't go with the legs as they split
- The
hips do not deform smoothly
If you're
using scene you created with the last two lessons, it's possible
that your biped pose differs slightly from the file included on
the CD, producing different problems with the hands, fingers, legs,
or feet.
In this lesson, you'll learn to fix the first
two problems listed above. You can apply the same principles to
other body parts, such as fingers and toes.
TipTo
get a better look at the envelopes and vertices as they change shape,
change the Perspective view to a User view and turn on Edged Faces.
Adjust
the arm envelopes:
- In
the Front viewport, zoom in on the upper body. The time slider should
be at frame 10.
-
Go to
the Modify panel.
- Expand
the Physique modifier listing on the stack, and choose the Envelope
sub-object.
The links in the body turn yellow.
- Click
the link for the left upper arm.
Two envelopes
appear around the arm link. The vertices inside the envelopes are
influenced by the bone. The inner red envelope indicates the area
of most influence. The link's influence decreases until it reaches
the purple outer envelope. Vertices outside the envelopes are not affected
at all by the bone.
Vertices
affected by the currently selected envelope turn various colors
to show they are influenced by the envelope.
The radius
of each envelope can be changed with the Radial Scale parameter.
Increasing the radius enlarges the envelope to encompass more vertices,
increasing the number of vertices affected by the bone.
TipTo see the envelopes' influence in color
in a shaded viewport, turn on the Shaded option in the Blending
Envelopes rollout > Display group.
- In
the Blending Envelopes rollout > Envelope Parameters group, increase
the Radial Scale parameter until all the vertices in the sleeve
pop into place.
To make
the other arm's envelope the same, you can copy and paste the envelope
settings.
- In
the Edit Commands group, click Copy.
- Select
the right upper arm link and click Paste.
The sleeve
pops into place for the opposite arm.
NoteIt
is possible that the right arm envelope's Radial Scale will have
to be increased slightly to encompass the sleeve on that arm. Even
with a symmetrical model, there can be very slight differences between
the biped pose on each side, causing differences in the initial
envelope size and placement.
Adjust
the leg envelopes:
The envelopes for the lower legs don't fully
encompass the entire pant leg near the ankle.
- Select
lower right leg link, and increase the Radial Scale.
When you
increase the Radial Scale enough to encompass the entire pant leg,
the outer envelope includes some of the vertices on the other leg.
You will solve this problem my moving control points.
The process
of moving control points is easier if you put the character back
into its figure pose.
- In
the Display group, turn on Initial Skeletal Pose.
The character
jumps back to its figure pose.
-
In the
Blending Envelopes rollout > Selection Level group, click the
Control Point button.
Control
points appear on each envelope.
- In
the Front viewport, select the control points on the side of the
envelope that overlaps the left leg, and move them to the left until
the envelopes no longer affect the left leg's vertices.
-
In the
Blending Envelopes rollout > Selection Level group, click the
Link button.
- Select
the lower left leg link. Increase its Radial Scale so the envelopes
encompass the entire left pant leg.
-
Click
Control Point.
Control points appear on each envelope.
- Adjust
the control points as you did before, so the lower left leg envelopes
don't affect the lower right leg's vertices.
Adjust
foot envelopes:
- Turn
off Initial Skeletal Pose.
-
In the
Blending Envelopes rollout > Selection Level group, click the
Link button.
- Select
one of the foot links, and increase the Radial Scale until any parts
of the foot that were sticking out are now following along with the
foot bone.
- Copy
and paste the envelope settings to the other foot, or adjust them
manually.
Fine-tune
the ankle area:
- Click
the Link button, then click the calf link on the left leg.
In looking
at the pose on frame 10, you can see that parts of the shoe are
affected by the calf link, causing spikes to appear on the shoe. You'll
fix this problem by adjusting the Child Overlap parameter. This value
changes the length of the envelopes in the direction of the child link.
In this case, the foot link is the child of the calf link.
- In
the Envelope Parameters group, decrease the Child Overlap setting
until the calf envelope no longer affects the vertices at the back
of the heel.
NoteThe
Parent Overlap parameter works in the opposite direction, increasing
or decreasing the length of the envelopes in the direction of the
parent link.
- Copy
and paste the envelope settings to the opposite calf link.
Although
the hips are not deforming correctly just yet, the arms and legs
should now deform properly without vertices being left behind or
making unsightly spikes. If any problems remain, fix them by working with
the Radial Scale, Parent Overlap, and Child Overlap parameters.
Assign
a rigid envelope to the head:
The head is not expected to deform when the
biped is animated. To keep it from deforming, you'll assign rigid
vertices to it.
- Select
the character's head mesh, Wilson Mesh Head.
NoteBecause
the Physique modifier is instanced on both the mesh and head, it
doesn't matter whether the head, the mesh, or both objects are selected
when you adjust the head envelopes. Any changes to envelopes will take
place on both objects regardless of the current selection. You select
the head at this time only because it will be easier to see how
vertices are affected when you change the envelopes.
- Access
the Envelope sub-object level for the Physique modifier.
- Click
the head link to select it.
- In
the Active Blending group, turn off Deformable and turn on Rigid.
Vertices
on the head turn green to indicate they are rigid.
- Adjust
the outer envelope so it encompasses the head and a little of the
neck, but no more.
Save
your work: